Use blocked scoped variables

In addition to using const and let, this also upgrades our linter config and removes lint (mostly whitespace).
This commit is contained in:
Tim Schaub
2018-01-11 23:32:36 -07:00
parent 0bf2b04dee
commit ad62739a6e
684 changed files with 18120 additions and 18184 deletions

View File

@@ -5,25 +5,25 @@ import LineString from '../src/ol/geom/LineString.js';
import VectorLayer from '../src/ol/layer/Vector.js';
import VectorSource from '../src/ol/source/Vector.js';
var radius = 10e6;
var cos30 = Math.cos(Math.PI / 6);
var sin30 = Math.sin(Math.PI / 6);
var rise = radius * sin30;
var run = radius * cos30;
const radius = 10e6;
const cos30 = Math.cos(Math.PI / 6);
const sin30 = Math.sin(Math.PI / 6);
const rise = radius * sin30;
const run = radius * cos30;
var triangle = new LineString([
const triangle = new LineString([
[0, radius], [run, -rise], [-run, -rise], [0, radius]
]);
var feature = new Feature(triangle);
const feature = new Feature(triangle);
var layer = new VectorLayer({
const layer = new VectorLayer({
source: new VectorSource({
features: [feature]
})
});
var map = new Map({
const map = new Map({
layers: [layer],
target: 'map',
view: new View({
@@ -33,44 +33,44 @@ var map = new Map({
});
function makeFractal(depth) {
var geometry = triangle.clone();
var graph = coordsToGraph(geometry.getCoordinates());
for (var i = 0; i < depth; ++i) {
var node = graph;
const geometry = triangle.clone();
const graph = coordsToGraph(geometry.getCoordinates());
for (let i = 0; i < depth; ++i) {
let node = graph;
while (node.next) {
var next = node.next;
const next = node.next;
injectNodes(node);
node = next;
}
}
var coordinates = graphToCoords(graph);
const coordinates = graphToCoords(graph);
document.getElementById('count').innerHTML = coordinates.length;
geometry.setCoordinates(coordinates);
feature.setGeometry(geometry);
}
function injectNodes(startNode) {
var endNode = startNode.next;
const endNode = startNode.next;
var start = startNode.point;
var end = startNode.next.point;
var dx = end[0] - start[0];
var dy = end[1] - start[1];
const start = startNode.point;
const end = startNode.next.point;
const dx = end[0] - start[0];
const dy = end[1] - start[1];
// first point at 1/3 along the segment
var firstNode = {
const firstNode = {
point: [start[0] + dx / 3, start[1] + dy / 3]
};
// second point at peak of _/\_
var r = Math.sqrt(dx * dx + dy * dy) / (2 * cos30);
var a = Math.atan2(dy, dx) + Math.PI / 6;
var secondNode = {
const r = Math.sqrt(dx * dx + dy * dy) / (2 * cos30);
const a = Math.atan2(dy, dx) + Math.PI / 6;
const secondNode = {
point: [start[0] + r * Math.cos(a), start[1] + r * Math.sin(a)]
};
// third point at 2/3 along the segment
var thirdNode = {
const thirdNode = {
point: [end[0] - dx / 3, end[1] - dy / 3]
};
@@ -82,11 +82,11 @@ function injectNodes(startNode) {
function coordsToGraph(coordinates) {
var graph = {
const graph = {
point: coordinates[0]
};
var length = coordinates.length;
for (var level = 0, node = graph; level < length - 1; ++level) {
const length = coordinates.length;
for (let level = 0, node = graph; level < length - 1; ++level) {
node.next = {
point: coordinates[level + 1]
};
@@ -96,20 +96,20 @@ function coordsToGraph(coordinates) {
}
function graphToCoords(graph) {
var coordinates = [graph.point];
for (var node = graph, i = 1; node.next; node = node.next, ++i) {
const coordinates = [graph.point];
for (let node = graph, i = 1; node.next; node = node.next, ++i) {
coordinates[i] = node.next.point;
}
return coordinates;
}
var depthInput = document.getElementById('depth');
const depthInput = document.getElementById('depth');
function update() {
makeFractal(Number(depthInput.value));
}
var updateTimer;
let updateTimer;
/**